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Posts with tag resilience

The Queue: Crazy delicious gets my vote


Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Today's edition of The Queue is somewhat short, as there weren't a ton of questions in the last edition. I think everyone was too busy boggling at the video I linked. Whoops! Also, here is a random poll.

Anchovies on pizza?
Delicious!1196 (10.0%)
Crazy delicious!1269 (10.6%)
Gross!8887 (74.3%)
Forget the pizza, I just want anchovies607 (5.1%)


Allen Ibrahim asked...


"Seeing as Blizzard has been implementing popular addons into the actual game, when do you think we'll see DBM or even Omen in-game? Do you think they will just save them for the next-gen MMO instead?"

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Filed under: Analysis / Opinion, The Queue

World of Warcraft Patch 3.2 PvP Guide


WoW.com has covered patch 3.2 extensively. Everything from the surprising changes to flying mounts, to the latest and greatest loot, and all the changes in between. In our patch 3.2 class, raiding, and PvP guides we take a look at exactly what changes and how the changes will affect your playing.

Patch 3.2 is finally here, and is anyone else kind of surprised by how fast things are coming these days? To be fair, as most of my co-workers here at WoW.com have assessed, this newest patch is one of the more lackluster patches in a while considering it merely appends to much of existing content (the Argent Tournament). There's a smattering of stuff for raiders, soloists, hardcores and casuals, but what's in store for PvP enthusiasts?

There are a lot of major changes in this patch that will impact PvP greatly, one being the blanket change to Resilience which now affects all damage taken, rather than just critical hits. Another is the effective neutering of the 2v2 Arena bracket with the change blocking access to the best weapons and end-of-season rewards. A third big change coming is the introduction of a brand new Battleground, the Isle of Conquest, which is the technically the first 40-man raid instance since the original Naxxramas. There's also the whopping introduction of experience gain in Battlegrounds, too. Caught your breath yet? There are a lot of other things in between, and we'll take a closer look at everything after the jump.

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Filed under: Analysis / Opinion, PvP, Battlegrounds, Arena

PTR build 10083 official patch note updates

The Patch 3.2 PTR has been updated to build number 10083, and with it comes a list of interesting changes to the official patch notes -- some not-insignificant class changes (Wind Shock not sharing a cooldown with other Shocks, Earth Shock no longer interrupting), a buff for Val'anyr, and lots more. Thanks to MMO-Champion for nabbing these.

Some samples are below, and the rest of the notes are after the jump.

  • Arenas
    • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
  • Items: General
    • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
  • Death Knight
    • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.

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Filed under: Patches

Ming tackles Patch 3.2's resilience change

Despite his sometimes-crass way of getting his point across, Ming is one of the best PvP bloggers around these days. When the Patch 3.2 patch notes revealed the upcoming change to resilience, I was hoping to hear his take on it. He delivered! If you haven't seen the patch notes, Resilience in Patch 3.2 will lower incoming damage across the board in addition to its protection against critical strikes. By Ming's estimates, after all other factors have been taken into consideration, the change will bring a net difference of an added 10% damage reduction in the upcoming Season 7.

That number probably doesn't seem like a lot to people who don't set foot into the arena at all, but for people who arena seriously and competitively, it will be a game changer. The developers' stated goal is to slow down the pace of the arena, and this change will do exactly that. An extra 10% buffer on survivability has the potential to absolutely be the difference between a one minute game and a five minute game. It has the potential to be the difference between a gib and a last second defensive save. As has been stated, it's possible to die in the span of one GCD, and that's not fun. If this change can extend one GCD to two or three GCDs to allow for reaction time, the arena just might end up more balanced than it has ever previously been, unless you pretend Mace Stun didn't exist in the middle seasons of The Burning Crusade.

You really shouldn't take my word for it, though. I PvP, but I'd never claim to be a highly rated anything. There's a reason I was waiting for Ming's take on it. Go read what he has to say, and be bolstered by it. The arena might actually be truly fun again.

Filed under: Analysis / Opinion, PvP, Arena

Pets to scale from resilience and other stats


I don't PvP, so I'm going off the reports of others here, but apparently Warlock and Hunter pets are often proving ineffective and short-lived in PvP. Until recently, this was often the case in PvE as well, but pets have much more avoidance now in a PvE environment.

It looks like an improvement will be coming in PvP as well: Ghostcrawler said last night that they "think it's probably time to let pets scale, to some extent, with resilience and spell pen." In fact, he says they have a new pet scaling system, and "assuming it works" (which seems like something they ought to be able to make work), they should be able to make the pet scale off of "all relevant stats" of the master.

Players have been asking for more pet scaling for a long time, especially resilience. Obviously how big of a change it will be depends on what "to some extent" ends up meaning, but it can only help pet classes.

Filed under: News items, Classes, Arena

Ghostcrawler respondes to balance questions

Our buddy Ghostcrawler has appeared on the forums answering (or re-answering, as he says) a few concerns about the balance of the game. Most of his answer is about PvP: he says that Death Knights and Holy Pallies are overpowered, but that while Blizzard does believe there are more imbalances, debate is still raging about exactly where they are. And he does say that while burst damage is still a concern, he feels that Blizzard did a lot to combat that when they started Season 5, and that the bigger concern now is getting mana pools under control. Too many fights now have healers just going and going, and while they don't want fights to end super fast, they can't all drag out, either.

He also talks more in-depth about the balance between gear you can get from PvP and PvE and how it needs to be fixed: he straight out says that 25-man Naxx is too easy to PuG, and agrees that Ulduar and future PvP weapons "should ideally require the same amount of investment." Likewise, when Blizzard tried to reset the resilience stacking at the start of Season 5, they had players facing very powerful weapons from the PvE raids like Kel'thuzad, which lead to, as he says, "a perfect storm for fast Arena deaths." Which is probably why so many players left the Arenas.

The plan for the future? Ulduar's hard modes will be way tougher than Heroic Naxx, so players won't be able to PuG PvE and then go kill in PvP right away. Of course Death Knights are still cruising for a nerfing, if patch 3.1 doesn't bring them down off their high Deathcharger. And GC suggests that in the future, starter PvP gear may beef up resilience at the cost of offensive stats, so that players don't begin with gear that has great defense and offense right away.

Filed under: Analysis / Opinion, Odds and ends, Blizzard, PvP, Raiding, Classes, Forums, Arena

Did Resilience fail in Wrath?


I'm sure that one good question has been running through the minds of a lot of PvP players is if Resilience is worth it. The trend early on in Arena Season 5 was the predominance of burst, keeping matches fast and putting the worth of Resilience under the microscope. Blizzard has repeatedly said that Resilience would make a difference, but the truth is, this only applies to higher levels of Arena play where players have access to the best Resilience gear. Because of the high item budget of Resilience, most players won't feel its impact with only a few items.

Ghostcrawler chimes in with Blizzard's analysis of how this happened in Wrath of the Lich King. He explains how PvE content was made very accessible, thus giving many players access to powerful gear (or weapons) while introductory PvP gear came much later and was difficult to get. This resulted in players entering Arenas with low life and no resilience -- you can probably imagine how that turned out. It didn't help that classes were dealing too much burst to begin with, which led to class changes through several patches. A final point he mentions is how BC granted a lot of Stamina that wasn't replicated in Wrath, which made players "feel a little fragile initially".

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Filed under: Analysis / Opinion, Blizzard, PvP, Arena

Spiritual Guidance: Secondary stats and what to stack

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. Some requests were made recently to help newer Priests figure out what secondary stats are important and what to aim for. Matticus shall help!

I know when I started playing World of Warcraft, I didn't pay a whole lot of attention to secondary stats. To be fair, stats like Hit didn't exist back in the day. This post is meant for newer Priests who aren't quite sure what these secondary stats do or what they mean. Just to be clear, primary stats are base attributes like stamina and intellect. Secondary stats are things like haste and critical strike rating.

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Filed under: Priest, Tips, Raiding, (Priest) Spiritual Guidance, Wrath of the Lich King

Ghostcrawler talks a bit about Resilience


Let's face it, Resilience blows right now. In their effort to give escalating rewards through the Seasons, Blizzard allocated minimal Resilience for Season 5 gear. It's not bad, but in order to make Resilience count, you would need to stack over 1,200 Resilience Rating to hit the optimal cap. That's not even possible with the current gear. In order to even reach about 900 Resilience Rating -- the point where its effects start to be palpable -- players would have to gimp themselves with all their gems and enchantments. This means severely lowered damage output.

In the current Arena setting, it's all about burst damage, with matches lasting nowhere near as long as they used to back before Wrath of the Lich King. Ghostcrawler pops over the forums to talk a little about Resilience and how Blizzard feels that it still makes, or will make, a difference. He explains that the reason so many players are wearing PvE gear to PvP is because its readily available, going so far as to call Naxxramas gear the new welfare epics. He says that as more players get Resilience, other players will have to keep pace.

That might take some time. Like I mentioned, even with a complete set of Deadly Gladiator gear and non-set items, it's going to be impossible to hit the Resilience cap. Resilience makes very little impact in PvP encounters right now that the risk to using PvE gear over PvP gear is minimal. Hitting 600-700 Resilience is very possible with a decent complement of PvP gear, but this only reduces damage from crits by about 17% at best. Resilience in its current design does nothing to reduce normal, or non-crit damage. Until more Resilience shows up in PvP gear or its coefficients or ratios changed, the trend of using a lot of PvE gear will probably continue throughout Season 5.

Filed under: Analysis / Opinion, PvP, Battlegrounds, Arena

The future of healing in the Arena

If you've been in the Arena during Season 5, you probably have noticed a particular change to the way gladiators fight. It can be summarized in a single word: "Damage." In the bygone days of Season 4, drain teams and Mortal Strike debuffs were all but an entry requirement to high ranked play. Without a strategy to reduce or nullify your enemy's healing, you were unlikely to produce sufficient burst DPS to actually kill anyone. A few double-DPS teams managed to thrive, but for the most part, a gladiator's number one priority was shutting down the healer.

That dynamic is all but dead in Season 5. Players output such a high level of damage compared to other players' health that healing is almost a non-factor in most matches. My friends, Ghostcrawler is aware of this dynamic, and is looking into it. (It turns out, Ghostcrawler mostly plays a healer in the Arena.) As stated by the crab himself, the Arena should not simply be about burst damage. (Nor, however, should it be solely about healing or solely about crowd control.)

Of course, Ghostcrawler does admit he has difficulty saying what the long terms plans are going to be. The design team hasn't had enough whiteboard time to say anything with complete honesty. But he also hopes that as more Resilience gear enters the PvP system, the damage might scale down to be more reasonable. (To quote, "It's mostly just math.") Still, there's hope that future teams will include more than just seeing which team can burst down the other first.

Filed under: Analysis / Opinion, News items, PvP, Forums, Battlegrounds, Arena

Wrath 101: Resilience at Level 80


The current trend in Arena matches nowadays are quick and dirty fights that last no more than a minute. Perhaps two at best. This is because of the prevalence and dominance of burst damage, which Blizzard acknowledges. This is in contrast with the latter seasons of Arenas where matches were drawn out and crowd control, mana draining, and exceptional healing dominated matches. Blizzard is aware of this trend but say they want to observe things first until players get more Resilience.

One common question I've been asked and often seen thrown in the general and trade channels is "what is the new Resilience cap?" The answer isn't a straightforward one. It's important to first understand what Resilience means and why it's so important for PvP. Resilience is the character attribute that reduces the chance a player will get hit by a critical strike, reduces the damage done by critical strikes and damage over time effects, and reduces the amount drained by mana draining effects. It's an awesome mechanic and is probably my favorite item stat. More Resilience means higher survivability in PvP, but conversely -- because it takes up valuable stat points -- means players generally deal less damage than players dressed up in PvE gear.

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Filed under: Items, PvP, Guides, Arena

Gearing up for Season 5


Arena Season 5 is here, a completely different season from all the ones before it because of three critical things. First, there are ten new levels. Even though rated Arena play will still be available at Level 70, the real PvP endgame is at Level 80, with new spell ranks, new abilities, and ten more sweet talent points for wonderful PvP tricks. Second, there's an entirely new class to throw a monkeywrench into the equation. How does the Death Knight fit into new team comps? Will they be enough to curb Druid dominance in 2s and 3s? The metagame changes drastically with one more variable. Third, unlike previous seasons, there will be three tiers of Arena gear. Furthermore, there will be numerous sources of Season 5 gear, and not just Arena play. It will be quite possible for players to get entire sets of Gladiator gear without having to PvP at all!

But if you would like to dive into this mini-game called Arenas, you'd have to be somewhat prepared. As with The Burning Crusade, the PvP stat in Wrath of the Lich King is still Resilience. Therefore, in order to be best prepared for Arenas and Wrath PvP, it's important to stack on Resilience. Even as many players get gear from heroic instances and raids, the name of the game is still survivability. The good news is that it is extremely easy to gear up in Wrath, and that includes PvP gear.

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Filed under: Items, Analysis / Opinion, PvP, Guides, Arena

Hunter Beta News: Tranquilizing Shot explained, pet focus system adjusted

Good old Tranquilizing Shot seems to be getting a lot of attention in the beta world yesterday. Ever since it was bought back to prominence when it inherited Arcane Shot's old dispel mechanic and the ability to dispel PvP enrage mechanics, people have been wondering what exactly it will be able to do in PvE.

Lead encounter designer Daelo clarified the other day with some information on how enrage type effects will work in Wrath:

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Filed under: Hunter, Analysis / Opinion, News items, Instances, Expansions, Raiding, Buffs, Wrath of the Lich King

Scattered Shots: The dev team takes on PvP

Welcome once again to Scattered Shots, WoW Insider's spot for all things Hunter, except for the stuff Big Red Kitty covers. Daniel Whitcomb will be your host today (a day late, for which he apologizes) as David Bowers tries to shake off some extra aggro.

The state of Hunters in PvP is perhaps one of the most debated subjects in WoW PvP. Some call Hunters overpowered for their dispelling Arcane Shot (which is going away in Wrath, to be sent to the non-damaging Tranquilizing Shot), while others point to their low Arena representation and the ease of using line of sight to negate most of their DPS and Abolish Poison to get rid of their main PvP utility as proof that they need buffs. Regardless, even the devs acknowledge that Hunters probably need some help in PvP, and class designer Koraa recently spoke on the subject on the Beta forums. In his post, he covered the problems he sees Hunters having, and how Blizzard will be helping with those moving forward into Wrath.

Unfortunately, his solutions seem confused in and of themselves. They involve giving Hunters more melee attack power (instead of more way to break from melee so they can use their ranged weapon) and a variety of talents scattered around many trees in such a way that it will be difficult for a solid PvP build to get them all. And, as I mentioned in a post yesterday, they still aren't giving pets resilience.

Other Hunters such as Megatf have done an excellent job responding to some of Koraa's points in the thread itself, but I'd like to address and respond to the post myself in this week's column, and see how they stack up to the problems Hunters face in small scale Arena PvP.

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Filed under: Hunter, PvP, Expansions, Wrath of the Lich King, Battlegrounds, Arena, (Hunter) Scattered Shots

Pets Scaling in Wrath: Hit percentage is in, resilience and xp bonuses are out

A while back, class designer Koraa told Warlocks that their pets would be getting their master's hit percentage. Today, he confirmed the same for Hunter pets. This should definitely be a godsend for raid level DPSers of both classes. Conventional wisdom is that reaching your personal hit cap is pretty much the single best way to increase your personal DPS total, and being able to do the same for pets should only provide a noticable increase to DPS, as well as keep any special buffs or debuffs said pets apply coming in with a minimum of interruption.

Unfortunately, something else Koraa said on the same post is a little less exciting -- resilience is nowhere on the table for being shared. They believe that they currently have the right amount of survivability for pets. In a group situation, you or your group should be healing the pet, and in Arena play, any time spent killing the pet provides a benefit in the form "crowd control" while the DPS is focus firing your pet.

Unfortunately, as the player of a level 70 Hunter and Warlock who have both seen extensive 2v2 Arena play, I'm not sure it's that simple.

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Filed under: Hunter, Warlock, Analysis / Opinion, News items, Expansions, Raiding, Wrath of the Lich King, Battlegrounds, Arena

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